diff options
author | Jeroen Bakker <jeroen@blender.org> | 2020-09-16 12:19:47 +0300 |
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committer | Jeroen Bakker <jeroen@blender.org> | 2020-09-16 12:19:47 +0300 |
commit | 7cae58adf5cfeee168d25d3432cf9ca82eeb0290 (patch) | |
tree | 81879562da426e44f1fcb8ebfdd22ed969e9c9e6 /source/blender/draw | |
parent | ba85b4e45cbb91d908478975071356fe44a7711b (diff) |
Fix T80800: Active UVMap Drawing
Regression introduced by D8234. In stead of using the active uv map, the
render uv map was drawn. This change will use the active uv map.
Diffstat (limited to 'source/blender/draw')
4 files changed, 8 insertions, 8 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/edit_uv_edges_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_uv_edges_vert.glsl index 4661cf248e6..7627a287a05 100644 --- a/source/blender/draw/engines/overlay/shaders/edit_uv_edges_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/edit_uv_edges_vert.glsl @@ -2,7 +2,7 @@ #pragma BLENDER_REQUIRE(common_view_lib.glsl) in vec3 pos; -in vec2 u; +in vec2 au; in int flag; out float selectionFac; @@ -11,7 +11,7 @@ flat out vec2 stippleStart; void main() { - vec3 world_pos = point_object_to_world(vec3(u, 0.0)); + vec3 world_pos = point_object_to_world(vec3(au, 0.0)); gl_Position = point_world_to_ndc(world_pos); /* Snap vertices to the pixel grid to reduce artifacts. */ vec2 half_viewport_res = sizeViewport.xy * 0.5; diff --git a/source/blender/draw/engines/overlay/shaders/edit_uv_face_dots_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_uv_face_dots_vert.glsl index 61152c83a29..4cdfe867840 100644 --- a/source/blender/draw/engines/overlay/shaders/edit_uv_face_dots_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/edit_uv_face_dots_vert.glsl @@ -3,14 +3,14 @@ uniform float pointSize; -in vec2 u; +in vec2 au; in int flag; flat out vec4 finalColor; void main() { - vec3 world_pos = point_object_to_world(vec3(u, 0.0)); + vec3 world_pos = point_object_to_world(vec3(au, 0.0)); gl_Position = point_world_to_ndc(world_pos); finalColor = ((flag & FACE_UV_SELECT) != 0) ? colorVertexSelect : vec4(colorWire.rgb, 1.0); diff --git a/source/blender/draw/engines/overlay/shaders/edit_uv_faces_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_uv_faces_vert.glsl index cf1018ae5f9..89d54054ea6 100644 --- a/source/blender/draw/engines/overlay/shaders/edit_uv_faces_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/edit_uv_faces_vert.glsl @@ -3,14 +3,14 @@ uniform float uvOpacity; -in vec2 u; +in vec2 au; in int flag; flat out vec4 finalColor; void main() { - vec3 world_pos = point_object_to_world(vec3(u, 0.0)); + vec3 world_pos = point_object_to_world(vec3(au, 0.0)); gl_Position = point_world_to_ndc(world_pos); bool is_selected = (flag & FACE_UV_SELECT) != 0; diff --git a/source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl index 327a35ce6b2..eb8f380072f 100644 --- a/source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl @@ -4,7 +4,7 @@ uniform float pointSize; uniform float outlineWidth; -in vec2 u; +in vec2 au; in int flag; out vec4 fillColor; @@ -22,7 +22,7 @@ void main() fillColor = (is_selected) ? colorVertexSelect : deselect_col; outlineColor = (is_pinned) ? pinned_col : vec4(fillColor.rgb, 0.0); - vec3 world_pos = point_object_to_world(vec3(u, 0.0)); + vec3 world_pos = point_object_to_world(vec3(au, 0.0)); /* Move selected vertices to the top * Vertices are between 0.0 and 0.2, Edges between 0.2 and 0.4 * actual pixels are at 0.75, 1.0 is used for the background. */ |